/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
Bandwidth saving version, when velocity is zeroed
virtual void ClientVeryShortAdjustPosition_Implementation ( float TimeStamp, FVector NewLoc, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )